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Connect two vessels by claw on Kerbin => kraken say hi + loop on NullRefException


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Hi,

I have build quite two simple vehicles using mostly stock part including 2 claw in the front and back of each of them, + lo-fi twitch wheels.

1st vehicle move away after launch (from runway, with Kerbtown launch button), second vehicle sent and get close to connect 2 claws.

When docked => Kerbin disappears, there is only clouds from

and in the beginning of the issue:

[Grapple Module] Grabbing on to Advanced Grabbing Unit on caterpillar 1

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

[Progress Node Reached]: Construction

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

[Progress Node Complete]: Construction

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

[Grapple Joint]: joint ready

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

NullReferenceException

at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform ()

at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0

at OrbitPhysicsManager.checkReferenceFrame () [0x00000] in <filename unknown>:0

at OrbitPhysicsManager.FixedUpdate () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

NullReferenceException

at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform ()

at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0

at FloatingOrigin.FixedUpdate () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

and

Vessel caterpillar 1 Debris crashed through terrain on Kerbin

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

[00:00:37]: caterpillar 1 Debris crashed into Kerbin.

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

[Explosion] Combined.

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

GrapplingDevice Exploded!! - blast awesomeness: 0.5

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

NullReferenceException

at (wrapper managed-to-native) UnityEngine.Transform:INTERNAL_get_position (UnityEngine.Vector3&)

at UnityEngine.Transform.get_position () [0x00000] in <filename unknown>:0

at Part.explode () [0x00000] in <filename unknown>:0

at Vessel.FixedUpdate () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

Vessel caterpillar 1 Probe crashed through terrain on Kerbin

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

[00:00:37]: caterpillar 1 Probe crashed into Kerbin.

Then a lots of similar groups of lines until all parts are destroyed I guess.

(looks like someone use gettransform without checking the result... very bad !! Remeber Murphy, everything which could fail will fail !)

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I actually posted a bug report about that just yesterday, after finding no mention of it on the tracker or the forums.

This sounds like the stock bug that occurs when the ship you're not controlling has an armed Klaw. Try with only one Klaw on the active vessel armed.

You seem to be indicating that this is well known, but I couldn't find any postings about it before I made my bug report. Am I missing something?

Oh, this happens while orbiting, too--not just on Kerbin.

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This sounds like the stock bug that occurs when the ship you're not controlling has an armed Klaw. Try with only one Klaw on the active vessel armed.

That's exactly the case.

But I remember doing the same kind of thing on another less modded install without issue :huh:.

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That's exactly the case.

But I remember doing the same kind of thing on another less modded install without issue :huh:.

It doesn't seem to activate every time, unless you have just switched control from the armed craft to the one to be grabbed, then control the grabbed one until docking.

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